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BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.23 06:22:00 -
[1] - Quote
i dont think the nerf did anuff you guy players sniping with them over all its a AV gun rite so like the SL make it if the roll CCP
1 Nerff range make it and mid range AV gun 2 add more speed to fireing this keeps the forge form bing uder crap when taking on tanks 3 give the forge a sway when fireing and moving and chaging ( this is not a sniper rifle and should not be used as one) |
Ares Webber
Crux Special Tasks Group Gallente Federation
15
|
Posted - 2012.07.23 06:29:00 -
[2] - Quote
BAD FURRY wrote:i dont think the nerf did anuff you guy players sniping with them over all its a AV gun rite so like the SL make it if the roll CCP
1 Nerff range make it and mid range AV gun 2 add more speed to fireing this keeps the forge form bing uder crap when taking on tanks 3 give the forge a sway when fireing and moving and chaging ( this is not a sniper rifle and should not be used as one)
I would rather see when you charge the forge gun it makes more vibrations, making it more difficult to hit small things over long distances. |
Superluminal Replicant
40
|
Posted - 2012.07.23 06:53:00 -
[3] - Quote
shuuut uppppp!!!! it doesnt need a nerf :P
A sway? are you kidding lol. you already have to be extremely accurate with it as it has zero zoom and big bulky crosshairs. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:11:00 -
[4] - Quote
the forge gun is about as accurate as throwing a fat kid!!!! it take 2.5 seconda to charge and wobbles worse than said fat kid, its accuracy is shocking against targets smaller than a house so any sniper shots i have got with it have been a fluke. its shot will be somewhere within the crosshairs, and it got big crosshairs.
please use it before you start crying about it. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:16:00 -
[5] - Quote
Problem is I've gotten good with it, maybe if people didnt constantly tried to rush me and make me run out of scrambler pistol ammo I wouldnt have to resort to the forge gun for anti infantry.
Honestly if I nailed you from across the map its becuase you where sitting still not paying attentiont to the first 3 shots flying by your head and not moving, or you're so close to a wall that a near miss is still lethal.
Unfourtunately the nerfs called for would make the forge gun absolutely useless in anti-vehicle role. Forge Gunners need the range to avoid attention of the muraders to effectively at least empty an entire magazine into one before getting blown away by them.
For example a Sagaris going full speed and me spotting him while facing him I would only get two shots off before he ran over me. Insufficent to kill the Sagaris. Nerfing that range to One effective shot would make the muraders too powerful again.
The Forge Gun also already has sway even when stationary and kneeling it still likes to miss as the recitile for it is about the same size as the HMG field of hit before spin up. Most of the time we get lucky or the target is close enough to compensate, most of the time we arent that lucky.
Finally reducing charge time would relegate the Forge gun to an anti personel role the exact thing you are trying to avoid. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:21:00 -
[6] - Quote
against infantry the forge gun is hugely satisfying, when you get a killshot that is. killshots always feel like a fluke. my personal best is 2 scouts with one shot, close range, i hit one directly and the splash killed the second.
As IRON WOLF has said it is an anti vehicle weapon so yes it should kill you in one hit, but its accuracy makes it a terrible choice against infantry.
if your a sniper being killed by it YOU are doing something wrong. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:23:00 -
[7] - Quote
I just feet shot scouts they dont have the HP to live though that once just keeping up with them in close range is a bit hard sometimes but its better than playing bullets go though the dancer.
Assaults on the other hand I have to make direct hits or Im dead. Heavies I typically have good luck with as they either get side arms or suck with thier current heavy weapon and do the one mistake of standing still. Forge Gun + Stationary Target = Bad reaction. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:28:00 -
[8] - Quote
Iron Wolf Saber wrote:I just feet shot scouts they dont have the HP to live though that once just keeping up with them in close range is a bit hard sometimes but its better than playing bullets go though the dancer.
Assaults on the other hand I have to make direct hits or Im dead. Heavies I typically have good luck with as they either get side arms or suck with thier current heavy weapon and do the one mistake of standing still. Forge Gun + Stationary Target = Bad reaction.
nothing wrong with putting a huge hole in a player dumb enough to stand still. but yea, as well as the forge gun being inaccurate, us AV guys have a serious lack of mobility, we make easy targets for snipers. so i really cant figure out how the hell OP keeps getting killed!!! |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.23 07:29:00 -
[9] - Quote
personally i'd like to see the forge guns buffed... more damage, put the charge UI back in, and restore the wielders movement speed like in the last build.
but i'd also remove the splash damage completely because it's an AT weapon and AT weapons don't need splash damage to be AT weapons. just leaves the door open for douchebaggery IMO |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:30:00 -
[10] - Quote
1 he was predictable, 2 he didnt travel far from his spawn 3 it was a good vantage point where he was as in anyone on the map could see him as well if they looked. 4 Wall right behind him contributed to the kill, only 1 of the 3 that match was a direct hit.
If I was a Sagaris Railgun operator the results would have been the same. |
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Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:31:00 -
[11] - Quote
Buzzwords wrote:personally i'd like to see the forge guns buffed... more damage, put the charge UI back in, and restore the wielders movement speed like in the last build.
but i'd also remove the splash damage completely because it's an AT weapon and AT weapons don't need splash damage to be AT weapons. just leaves the door open for douchebaggery IMO
I agree, there isnt really any need for splash damage, and our movement speed sucks in comparison to the vehicles we hunt
Makes sense now, poor sniping techniques make for easy targets |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.23 07:32:00 -
[12] - Quote
Stop standing still or by a wall and taking it to the face, cry baby snipers... |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:37:00 -
[13] - Quote
I am sorta fond of the splash damage because I run out of secondary weapon ammo so constantly and randoms won't resupply me even if I ask nicely. Also the forge gun slags stuff apart Im sure where it hit on the ground it turns into a blowhole of molten metal and detonates when cooled when exosed to the air.
Also slash damage makes up for the inaccuracies of the forge gun against tanks from a high vantage point. Its rather annoying ot ahve a shot scew up and to the right and miss entirely its bad enough it takes seconds between each shot.
Maybe infantry need blast armor something to reduce aoe damage signficantly. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:42:00 -
[14] - Quote
good point, i tend to attack from ground level playing cat and mouse, i must admit it is nice when someone gets out the tank and the splash kills them.
i think blast armour would act as a nerf on grenades though.
thinking about it, if the forge gun is essentialy a large calliber rail gun then there would be kinetic impact splash and also a localised EM burst at the point of impact as the round would superheat to a plasma state and then on impact a portion of that energy would shift though the EM spectrum. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.23 07:45:00 -
[15] - Quote
the splash is only a couple hundred damage though, against a tank it's rather insignificant, and against infantry... oh well? i don't wanna sound like a **** but it's an AV weapon. it SHOULD be bad at killing infantry. i mean i don't think it's all that good at it now, but it CAN work and you get threads like this...
it's pretty much the same case i kept making when the trolls screamed for their insta-win swarm launcher back under the guise of "i need it for self defense! herp-derp" it's a specialized AV weapon. if you choose to carry it you have to live with that choice. i complement all my swarm fits with SMGs. i don't think it's unfair to expect the same out of forge fits?
and if you're spending enough time on your sidearm to run out of ammo for it then you prolly don't need the forge gun, right? |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 07:50:00 -
[16] - Quote
i will admit Buzzwords i do get as many if not more kills with my smg as i do with the forge gun |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:56:00 -
[17] - Quote
Last weekend it would have been like occasionally, this weekend people have been grouping up more and more moving as entire squads. So it takes an entire magazine in the scrambler to down most people i run into but a group of 6+ emtpies out my scrambler real fast and more keep pouring to the area because they all decide, "Oh its just one heavy he can't take us all on, keep pushing alpha" Which is true I run out of both guns ammo and was attempting to refine my baseball skills when they finally bag me most of the time.
But rarely I use the forge gun as a first option for killing infantry and if its an across map hit I'm sorry but you had a non infantry icon over your head most likely otherwise I wouldnt have fired. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.23 08:00:00 -
[18] - Quote
Ares Webber wrote:BAD FURRY wrote:i dont think the nerf did anuff you guy players sniping with them over all its a AV gun rite so like the SL make it if the roll CCP
1 Nerff range make it and mid range AV gun 2 add more speed to fireing this keeps the forge form bing uder crap when taking on tanks 3 give the forge a sway when fireing and moving and chaging ( this is not a sniper rifle and should not be used as one) I would rather see when you charge the forge gun it makes more vibrations, making it more difficult to hit small things over long distances.
Have it require a lock (vehicle and heavies) for any accuracy, blind fires should be somewhat inaccurate at anything but short range. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 08:14:00 -
[19] - Quote
its a large calliber railgun, having a lock on would not make sense, as it has no target tracking capabilitys.
most forge gun users will agree that using a forge gun on any infantry at almost any range is hit or miss (sorry couldnt help it) and there really is no need to go messing with a weapon that works exactly how its ment to. |
BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.23 08:15:00 -
[20] - Quote
Hellhammer Tactical wrote:the forge gun is about as accurate as throwing a fat kid!!!! it take 2.5 seconda to charge and wobbles worse than said fat kid, its accuracy is shocking against targets smaller than a house so any sniper shots i have got with it have been a fluke. its shot will be somewhere within the crosshairs, and it got big crosshairs.
please use it before you start crying about it.
used it man and i can snipe with it so sorry dud it neededs it |
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Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.23 08:20:00 -
[21] - Quote
sounds like what you 2 (hellhammer and iron wolf) REALLY need is for ccp to fix the HMG <.<
i mean i get it. HMG sucks, you still wanna be a heavy.. you gotta put SOMETHING in the heavy weapon slot. but then there's no tanks? what do?
don't gemme wrong, if you guys can get kills with forge guns i'm sure you can manage to get some with the current hmg. but giving godzilla a stick wouldn't prove that sticks were awesome weapons. and the HMG has been absolutely NEUTERED compared to the last build. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.23 08:25:00 -
[22] - Quote
Furry your comparing a weapon that has an accuracy of 70, no zoom, and a really slow rate of fire to a sniper rifle, and saying its better.
as all the forge gun users have been saying, long shots are litterally a long shot, even with all skills and upgrades its still not an effective anti sniper weapon, and it never will be. its an anti vehicle weapon and you were unlucky enough to be at the recieving end of some lucky shots. doesnt mean that it needs nerfing, it just means you need to think about your suroundings and techniques a little bit more
it kinda boils down to teamwork as well, a heavy should not have to engage long range infantry. once team play is up an running properly you wont be on the recieving end of a forge gun as often. its only due to a lack of friendly snipers that we have to take pot shots at you.
as for the future lack of tanks, theres always gonna be dropships and LAV to blow up, and im happy to use my smg |
Seeker of Cheese
Villore Sec Ops Gallente Federation
163
|
Posted - 2012.07.23 09:48:00 -
[23] - Quote
Yeah, the forge gun isn't exactly known for pinpoint accuracy. There have been many times I've managed to take out snipers standing on the edge of a building's roof, but it was with the 3rd or 4th shot. Miss by the tiniest of margins and the bolt just flies by harmlessly. Thankfully, most snipers will oblige you on this difficulty by just sitting there and not firing back.
About the only thing I've done with a forge gun that could even remotely be considered overpowered is shooting it at 2 militia scouts trying to capture a control point. The splash took them both out in one shot, but again, they weren't moving and were in a semi-enclosed area, on top of being in squishy suits that had taken some previous damage. That's a lot of things that have to be just right before the forge becomes this super death machine everyone is whinging about.
BAD FURRY wrote:i dont think the nerf did anuff you guy players sniping with them over all its a AV gun rite so like the SL make it if the roll CCP
1 Nerff range make it and mid range AV gun 2 add more speed to fireing this keeps the forge form bing uder crap when taking on tanks 3 give the forge a sway when fireing and moving and chaging ( this is not a sniper rifle and should not be used as one)
Ya know, I feel sorry for Bad here. He can't form a sentence properly so he spends all his time trying to create this troll persona so that we'll just assume it's done ironically rather than the truth. There are a lot of adult education opportunities these days, check for one in your area. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 15:48:00 -
[24] - Quote
Buzzwords wrote:sounds like what you 2 (hellhammer and iron wolf) REALLY need is for ccp to fix the HMG <.<
i mean i get it. HMG sucks, you still wanna be a heavy.. you gotta put SOMETHING in the heavy weapon slot. but then there's no tanks? what do?
don't gemme wrong, if you guys can get kills with forge guns i'm sure you can manage to get some with the current hmg. but giving godzilla a stick wouldn't prove that sticks were awesome weapons. and the HMG has been absolutely NEUTERED compared to the last build.
I use the HMG I mow squads down with them still.
I used a forge gun once against two people didnt kill both of them only the Heavy guy with the HMG with his back turned to me and his repping logistics. Heavy went down with a shot striaght to the back of the spine and the logi cowered in a small corner under the pipes with no place to go or escape. He would have better chances running out of that as my scrambler pistol and grenades where empty killing the previous four guys of the squad in that area.
The only two weapons I am not good with is the Mass Driver, and Sniper Rifle and on a odd note the Swarm Launcher then again its only mean to be anti vehicle. However unlike my Heavy AV my Swarm Launcher guy does not have the habbit of running out of ammo. Every other weapon I can kill more than I die with in a significant portion. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.23 16:47:00 -
[25] - Quote
I get a fair number of kills on infantry with the forge gun. It's harder if they're up close, as you usually have just one shot, but at a distance it's fairly easy to kill infantry with it. So I agree, I think the forge gun could us a nerf to its infantry-killing ability. One thing that might be a decent solution would be to make it fire as a continuous beam after charge-up for a number of seconds, and do its damage over time that way.
I'd also like it if it broadcast its location more. Being able to shoot people with it and the projectile being non-existent seems a bit off. It should have a distinctive and noticeable beam or bolt of lightning or whatever coming from it. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.23 16:51:00 -
[26] - Quote
Fivetimes Infinity wrote:I get a fair number of kills on infantry with the forge gun. It's harder if they're up close, as you usually have just one shot, but at a distance it's fairly easy to kill infantry with it. So I agree, I think the forge gun could us a nerf to its infantry-killing ability. One thing that might be a decent solution would be to make it fire as a continuous beam after charge-up for a number of seconds, and do its damage over time that way.
I'd also like it if it broadcast its location more. Being able to shoot people with it and the projectile being non-existent seems a bit off. It should have a distinctive and noticeable beam or bolt of lightning or whatever coming from it. A continuous beam makes no sense as it is a rail gun firing a slug of super heated plasma. It is not a laser weapon nor is it meant to be one.
There is streak of blue lightning. Perhaps a more residual trail but that is all. |
Ender Storm
Amarr Templars Amarr Empire
50
|
Posted - 2012.07.23 17:06:00 -
[27] - Quote
It should have nerfed long range accuracy (more than now) and no splash damage. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.23 17:11:00 -
[28] - Quote
Hellhammer Tactical wrote:its a large calliber railgun, having a lock on would not make sense, as it has no target tracking capabilitys.
most forge gun users will agree that using a forge gun on any infantry at almost any range is hit or miss (sorry couldnt help it) and there really is no need to go messing with a weapon that works exactly how its ment to.
Thne have it work like the proto FG's, where they automatically discharge as soon as they've run up their charge. The main problem is probably that the Assault FG can hold the charge for a long time. |
Icy Tiger
496
|
Posted - 2012.07.23 17:22:00 -
[29] - Quote
No ******* way. Its incredibly hard to get good with, although I can now snipe from the towers wehenever, I racked up about 22 kills from the tower with a sniper beside me, but it takes 2 hits at a distance, and its been nerfed enough as it is. |
Superluminal Replicant
40
|
Posted - 2012.07.23 17:32:00 -
[30] - Quote
I admit i do kill a LOT of infantry with forge gun, probably more than tanks. Got every skill maxed for heavy forge now 20 million sp, and 2X 10% heavy wepon dmg modules and it really is a beast of a wepon versus infantry if you use it right.
Having a top down vantage point with the forge... and yes it does seem overpowered as I can just sit on the roof and frag anyone that trys to reach Control terminal C, be it a direct hit if there stationary and hacking or splash if there moving. in match yesterday kill like 10 in 2 minutes from the roof. it felt extremely easy.
1 shot splash for a scout 2 shot splash for assault many splashes or direct hit for a heavy
It depends how I feel or how the match is going if i will stay on the ground and try and capture terminals (if there is no tanks to hunt) or get to a high vantage point and cover a terminal, if there is some really good players killing me quite often i usualy get on the roof. No point running around on the ground with an AV slow moving fit just to get easily killed over and over.
Even getting good with it at close range unless its a hmg then gotta get a direct hit. Anyone in a scout suit just feels like cannon fodder to me.
Sniping is hit and miss can miss 5 times or hit them in the first shot.
But yeah after fully testing this build with max skills and if you have a high vantage point. its a monster agaisnt both vehicles and infantry lol. probably does need a nerf, but hope it doesnt. |
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 18:59:00 -
[31] - Quote
Dewie Cheecham wrote:Hellhammer Tactical wrote:its a large calliber railgun, having a lock on would not make sense, as it has no target tracking capabilitys.
most forge gun users will agree that using a forge gun on any infantry at almost any range is hit or miss (sorry couldnt help it) and there really is no need to go messing with a weapon that works exactly how its ment to. Thne have it work like the proto FG's, where they automatically discharge as soon as they've run up their charge. The main problem is probably that the Assault FG can hold the charge for a long time.
^Somone who doesnt use forge guns.
Assaults dont hold thier charge they discharge in 2 seconds with no containment.
Regular Forge Guns can hold thier charge but that in itself is the advantage so that shots dont get wasted as easily.
Also unlike alot of the stupider AOE slash damage weapons, such as the remote explosives Forge Guns are more than capable of hurting the owner in range of the blast instead of how remote explosives seeminly don't do so. Swarm Launchers wouldnt been so bad if was near suicidal to use at close range. Maybe next weekend Ill see about going anti infantry with a swarm launcher and see how that works out. |
Logisticus Testing
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2012.07.23 23:01:00 -
[32] - Quote
Hellhammer Tactical wrote:i will admit Buzzwords i do get as many if not more kills with my smg as i do with the forge gun
would love to know what SMG you're using, in that case. i use the Toxin that came with the merc pack, and generally get killed one on one with someone with an AR, ANY AR. worked the same with the breach SMG i was using before that. granted, they're standard quality, but i should get at least a few more kills at close range than i do, i'd think.
I know folks will just say i suck at shooting a gun, and to an extent i'll agree, though i've done pretty well in other shooters, but i'd have to say it's the exact opposite with my forge gun. i'd stick with my forge gun for AI, at least until i'm out of ammo, because my SMG doesn't seem to hit for squat, whether it's poor hit detection or crappy damage, or both. but the forge is NOT my weapon of choice for AI, just happens that a proto is as decent at killing infantry as it is tanks. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.23 23:42:00 -
[33] - Quote
Bones1182 wrote:A continuous beam makes no sense as it is a rail gun firing a slug of super heated plasma. It is not a laser weapon nor is it meant to be one.
There is streak of blue lightning. Perhaps a more residual trail but that is all.
It's a video game weapon, who gives a ****. They can rewrite its description if it's so important to them. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.23 23:48:00 -
[34] - Quote
Fivetimes Infinity wrote:Bones1182 wrote:A continuous beam makes no sense as it is a rail gun firing a slug of super heated plasma. It is not a laser weapon nor is it meant to be one.
There is streak of blue lightning. Perhaps a more residual trail but that is all. It's a video game weapon, who gives a ****. They can rewrite its description if it's so important to them. The devs care hence why it is a large caliber rail in the first place.
Yes I am being an asshat now but my point is still true.
Besides a continuous beam would be even more useful for killing infantry especially at choke points. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.24 00:01:00 -
[35] - Quote
Ask for beams when they add laser turrets.
Let railguns be railguns. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.24 00:07:00 -
[36] - Quote
Iron Wolf Saber wrote:I am sorta fond of the splash damage because I run out of secondary weapon ammo so constantly and randoms won't resupply me even if I ask nicely. Also the forge gun slags stuff apart Im sure where it hit on the ground it turns into a blowhole of molten metal and detonates when cooled when exosed to the air.
Also slash damage makes up for the inaccuracies of the forge gun against tanks from a high vantage point. Its rather annoying ot ahve a shot scew up and to the right and miss entirely its bad enough it takes seconds between each shot.
Maybe infantry need blast armor something to reduce aoe damage signficantly.
If anything the FG needs less splash damage its designed to be all about DIRECT damage, and you run out of secondary ammo...really? Try using a 500 round SMG instead of a pistol, and thats without the ammo upgrade. If CPU cost is an issue the Boundless Breach SMG has a cpu cost of 57 and with maxed out sidearm capacity it drops to 34. If you are going to say the SMG is not good enough it has a higher DPS then the Creodron Breach AR. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.24 01:49:00 -
[37] - Quote
Sorry getting closer to the enemy gets me killed as heavy. Pistol keeps thier heads down at least because they go "Oh kittens that first hit took my shields off entirely!" and for the unsuspecting and stupid two pulls is all I need to kill some of them. I get more kills per 36 bullets a pistol has than 500 smg rounds ever granted me.
Next off A nerf I am willing to live with is removal of the 'infinte' range and sever reduction in range that without upgrades for sharpshooter you wont be able to hit some extremly high flying dropships.
I will accept that nerf if they remove the infinite range on missile launcher/railguns on the dropships as well. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.24 05:40:00 -
[38] - Quote
i use the boundless breach smg, and the range on smg is terrible until you max sidearm sharpshooter. the pistol is much better but its mag size kept getting me killed.
as to railguns not having splash, i know from experience that a Kv railgun will cause shrapnel, thermal and EM splash at the point of impact. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.24 12:13:00 -
[39] - Quote
Last weekend I spent testing forge gun extensively.
The range is a must in order to take down tanks. One of the reasons is that the tanks move so fast and best marauders need 6-10 double amplified shots to die. They always start moving away after few hits. At closer distances you get 1-2 shots before tanks easily blasts you.
Forge gunners are fodder to infantry, I always found them easy prey while using AR/SMG. So, forge guns aren't overpowered vs regular infantry. They are poor in hitting moving infantry.
Stationary infantry, on the other hand, is an another case. Reason is the aim assist which 'captures' the shot and makes wondrous kills at extreme distances. So anti-sniper use is over effective atm, but through splash damage it would make sense (might bve worth remembering, real world heavy rifles like barret are used to blast through walls snipers are hiding behind. No straight shot but making another snipers life miserable)
TL;DR and my suggestions: - Auto aim off (as with all guns. Move control balancing is another issue though.) - Direct hit kill power vs infantry is balanced and makes sense. - Range of the forge gun MUST stay. - Nerfing the splash damage is acceptable though it's not mandatory. |
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